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Adios - Art Direction & Tech Art Adios - Art Direction & Tech Art

Adios - Art Direction & Tech Art

For a little over a year while I was freelancing, I worked as Art Director on Adios - defining the art style, but also implementing it by creating custom shaders and researching techniques on how to best pull off certain aspects of the stylization.

During this project, I managed two other 3D artists, as well as creating the layout of the farm, most textures and models in the game, all shaders and VFX, as well as all the lighting work.

The environment art employs three different techniques to create high quality consistent line art:

  • Buildings have an outline mesh that applies a sharp outline decal to outer and inner corners
  • Static props have an outline mask in the color texture’s alpha channel
  • All objects except for vegetation get a post-process outline applied to them

The lighting in the scene changes to four different time of day scenarios - this is done with four different baked lighting scenarios for maximum quality and effect, while still maintaining high performance.


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